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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl8
-rw-r--r--indra/newview/pipeline.cpp27
3 files changed, 21 insertions, 19 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
index da27be6e7f..b7715fbe6e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
@@ -49,10 +49,9 @@ uniform mat3 texture_normal_matrix;
uniform mat3 texture_metallic_roughness_matrix;
uniform mat3 texture_emissive_matrix;
-#ifdef HAS_SUN_SHADOW
out vec3 vary_fragcoord;
+
uniform float near_clip;
-#endif
in vec3 position;
in vec4 diffuse_color;
@@ -86,9 +85,7 @@ void main()
#endif
gl_Position = vert;
-#ifdef HAS_SUN_SHADOW
vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip);
-#endif
basecolor_texcoord = (texture_matrix0 * vec4(texture_basecolor_matrix * vec3(texcoord0,1), 1)).xy;
normal_texcoord = (texture_matrix0 * vec4(texture_normal_matrix * vec3(texcoord0,1), 1)).xy;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
index 35ccc65a8e..a95feb8e2f 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
@@ -46,8 +46,9 @@ uniform vec3 moon_dir;
out vec4 frag_color;
+in vec3 vary_fragcoord;
+
#ifdef HAS_SUN_SHADOW
- in vec3 vary_fragcoord;
uniform vec2 screen_res;
#endif
@@ -191,8 +192,9 @@ void main()
vec3 atten;
calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten);
-#ifdef HAS_SUN_SHADOW
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
+
+#ifdef HAS_SUN_SHADOW
scol = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);
#endif
@@ -211,7 +213,7 @@ void main()
float gloss = 1.0 - perceptualRoughness;
vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
- sampleReflectionProbes(irradiance, radiance, vec2(0), pos.xyz, norm.xyz, gloss);
+ sampleReflectionProbes(irradiance, radiance, vary_position.xy*0.5+0.5, pos.xyz, norm.xyz, gloss);
// Take maximium of legacy ambient vs irradiance sample as irradiance
// NOTE: ao is applied in pbrIbl (see pbrBaseLight), do not apply here
irradiance = max(amblit,irradiance);
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index d0688d26a9..a4578c0e98 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -7821,18 +7821,6 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_
stop_glerror();
}
- channel = shader.enableTexture(LLShaderMgr::SCENE_MAP);
- if (channel > -1)
- {
- gGL.getTexUnit(channel)->bind(&mSceneMap);
- }
-
- channel = shader.enableTexture(LLShaderMgr::SCENE_DEPTH);
- if (channel > -1)
- {
- gGL.getTexUnit(channel)->bind(&mSceneMap, true);
- }
-
if (shader.getUniformLocation(LLShaderMgr::VIEWPORT) != -1)
{
shader.uniform4f(LLShaderMgr::VIEWPORT, (F32) gGLViewport[0],
@@ -8765,6 +8753,21 @@ void LLPipeline::bindReflectionProbes(LLGLSLShader& shader)
setEnvMat(shader);
}
+
+ // reflection probe shaders generally sample the scene map as well for SSR
+ channel = shader.enableTexture(LLShaderMgr::SCENE_MAP);
+ if (channel > -1)
+ {
+ gGL.getTexUnit(channel)->bind(&mSceneMap);
+ }
+
+ channel = shader.enableTexture(LLShaderMgr::SCENE_DEPTH);
+ if (channel > -1)
+ {
+ gGL.getTexUnit(channel)->bind(&mSceneMap, true);
+ }
+
+
}
void LLPipeline::unbindReflectionProbes(LLGLSLShader& shader)